After a change to how StateTree handles Sub-trees returning succeeded, StateTree can now get caught in a loop when trying to transition out of the StateTree. Sub-tree completion and status should tr ...
Regression tested in 5.1 at CL 23901901 where the issue still occurs. The material will still have the normal and reflective properties. ...
Sometimes when adding instances to Instanced Static Mesh component, you can click on individual instances in the editor and get special detail view - simple transform with the instance index number ...
When setting an actor on a level to the SoftObjectRefence(Type:Actor) variable and outputting the object name as a PrintString, the object name cannot be correctly obtained if the set actor is place ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
We should disable this block of code by default, with a config/console var to enable it: // Transform to Component Space const FTransform RootToComponent = RootTransformRefPose.Inverse(); StartTran ...
There is no particular error. Developer can ignore it. ...
When BlendRootMotionBasedOnRootBone is false, the LayeredBlendPerBone is aggregating root motion of the child poses ontop of the base pose root motion. (ie. if the first child pose's blend weight i ...
When BlendRootMotionBasedOnRootBone is true, the code in FAnimNode_LayeredBoneBlend::Update_AnyThread that calculates the root motion weightings for the sources doesn't appear to account for the po ...
In my example picture I have "Grass" set as the target attribute area but the debug cubes are appearing on the dirt and snow as well. This only happens when the landscape subsections are set to 2x ...